Will-o’-Wisp [1/2]Undead · CR 2
Will-o’-Wisp [1/2]Tiny Undead, Chaotic Evil
STR1-5DEX28+9CON10+0INT13+1WIS14+2CHA11+0
AC19HP27CR2SPD5 ft., Fly 50 ft. (hover)
TRAITS
Ephemeral

The wisp can’t wear or carry anything.

Illumination

The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement

The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force

Will-o’-Wisp [2/2]Undead · CR 2
Will-o’-Wisp [2/2]Tiny Undead, Chaotic Evil
TRAITS (cont.)
Incorporeal Movement (cont.)

damage if it ends its turn inside an object.

ACTIONS
Shock

Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

BONUS ACTIONS
Consume Life

Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish

The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

Will-o’-Wisp [1/2]
Tiny Undead, Chaotic Evil
2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0

Initiative. +9

Senses. Darkvision 120 ft.; Passive Perception 12

Resistances. Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing

Immunities. Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages. Common plus one other language

Traits

Ephemeral. The wisp can’t wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. The wisp can move through other

Undead
Monster card
Will-o’-Wisp [2/2]
Tiny Undead, Chaotic Evil
2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0

Traits (cont.)

creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

Undead
Monster card

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Will-o’-Wisp — printable monster card

Tiny Undead, Chaotic Evil

  • CR 2
  • Undead
  • Tiny

Full stat block

Armor Class
19
Hit Points
27
Initiative
+9
Speed
5 ft., Fly 50 ft. (hover)
Senses
Darkvision 120 ft.; Passive Perception 12
Resistances
Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities
Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Languages
Common plus one other language
Challenge Rating
2 (450 XP)
Proficiency bonus
+2
Ability scores
STR DEX CON INT WIS CHA
1 -5 28 +9 10 +0 13 +1 14 +2 11 +0

Traits

Ephemeral. The wisp can’t wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

See also